(8:17:49 PM) CyanPrime: I got rid of the reload(8:17:57 PM) CyanPrime: and made the bomb gun only have 3 shots(8:18:04 PM) CyanPrime: I made the player bullests fater(8:18:14 PM) CyanPrime: and I gave the player powerups(8:18:19 PM) CyanPrime: when he kills 15 and 30 people

It worked for me, but it was quite jerky. I recommend you try one of the openGL bindings if you would like to get smooth vector gfx. I also had the mouse deviation problem. The control system is unusual but interesting -- you should persevere with it. I am not sure what the blur is trying to achieve, it just seems to confuse things.

some comments:controls are 'unusual' - but I like it.quite crowded quickly - perhaps make all the units and bullets smaller ~ scale the 'map' biggeruse colours to differentiate between power ups - I suddenly was firing 3 bullets while I couldn't grasp how that happened.perhaps add heat seeking missiles or something and or objects to hide behind - but that's something up to the creatorbuild up of difficulty could use some tweaking

imho offcourse

//edit

Quote

(8:18:19 PM) CyanPrime: when he kills 15 and 30 people

hmm notify the user more I gues - free game fade to 50% gray or alike and splash the screen with "15 kills! - powerup" or killingspree! and resume or some other visual aid.

//edit2That also gives a better sense of achievement - adding additional objectives (or rather more targeted ones) will have towards that respect

could be me but aiming seems to be a bit inaccurate at times - can someone confirm?

The first time I played this was on my work computer. Now that I have played it at home the playability has improved a bit. However I think the biggest performance hit is having all those ghost trails for everything. It really makes the game hard to follow.

You might want to scale everything down a bit too. With the size of my ship and tha bad guys, the control system makes it hard to not run into everything.

I only have a Sempron 2600+, it is a very little bit slow but quite playable. Is there any sound? I don't hear anything. The aiming with the mouse is not accurate enough, I have to beside the ships to shot them successfully. Good work, keep it up.

Runs a bit too slowly to be playable (Ubuntu Linux, Java 1.6.0_10, old Athlon XP 2600+). I'm not a big fan of the controls, they feel awkward somehow, but perhaps it just needs some time to sink in.. As for the graphics, nothing wrong with using vector/line graphics, but I think you should pay some attention to the choice of colors. A more consistent color scheme would make the game look nicer. Currently some of the color choices contradict each other and it looks more amateurish than it actually is.. But if the graphics are just place holders -- ignore everything I just said.

Nice start! I died fairly quickly, but it ran okay on my computer, at least until things got crowded. The blur is probably causing some of the slowdown, but I suspect some other graphics slowdowns lurking somewhere. In any case, I think it's worth seeing how it runs/plays without the blur, I agree it gets a bit distracting, and not in a more typical Robotron-clone manner.

One suggestion: try playing with the color scheme a bit. Yellow/red is a tricky combo to make work, I don't think it's probably the best choice for a retro shooter, especially when you've got blues as well. You might also want to rethink the stroked polygons - single pixel non-AA strokes tend to look pretty bad, see if you can figure out how to get them anti-aliased (depends how you're drawing), and it will be an improvement. If that's not feasible, you might consider leaving them out or doing something else to add graphical interest to the ships

...then again, I'm saying this after spending too many hours fighting with my iPhone to hack anti-aliased fat lines by texture mapping (no AA line support on the chip, alas), so maybe I'm a bit too focused on smooth lines at the moment to be taken seriously...